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- #include "Common.hlsl"
- #define WORLD_HEIGHT 500
- #define CHUNK_SIZE 16
- #define EPSILON 1e-6f
- cbuffer ChunkShaderInfo : register(b0, space2)
- {
- int2 pos;
- unsigned int blockCount;
- };
- StructuredBuffer<int> textureIdBuffer : register(t1, space2);
- StructuredBuffer<int> indexBuffer : register(t1, space3);
- ByteAddressBuffer lightBuffer : register(t1, space4);
- #define minPos(x, y) min(x>0?x:y,y>0?y:x)
- #define minPosV(v1, v2) float3(minPos(v1.x, v2.x), minPos(v1.y, v2.y), minPos(v1.z, v2.z))
- #define between(v1, vmin, vmax) (v1.x >= vmin.x && v1.x <= vmax.x && v1.y >= vmin.y && v1.y <= vmax.y && v1.z >= vmin.z && v1.z <= vmax.z)
- float3 getLight(int index)
- {
- uint raw = lightBuffer.Load((index / 4) * 4);
- uint shift = (index % 4) * 8;
- float r = ((raw >> shift) & 0xFF) / 255.0;
- shift += 8;
- if (shift == 32)
- {
- raw = lightBuffer.Load((index / 4) * 4 + 4);
- shift = 0;
- }
- float g = ((raw >> shift) & 0xFF) / 255.0;
- shift += 8;
- if (shift == 32)
- {
- raw = lightBuffer.Load((index / 4) * 4 + 4);
- shift = 0;
- }
- float b = ((raw >> shift) & 0xFF) / 255.0;
- return float3(r, g, b);
- }
- float3 interpolateLight(float3 topLeft, float3 topRight, float3 bottomLeft, float3 bottomRight, float2 coords)
- {
- return (topLeft * (1 - coords.x) + topRight * coords.x) * (1 - coords.y) + (bottomLeft * (1 - coords.x) + bottomRight * coords.x) * coords.y;
- }
- [shader("intersection")]
- void ChunkIntersection()
- {
- float THit = RayTCurrent();
- ChunkHitAttributes intersectionAttributes;
- intersectionAttributes.texCoord = float2(0.5, 0.5);
- intersectionAttributes.textureId = 2;
- float3 origin = WorldRayOrigin();
- float3 direction = WorldRayDirection();
- float minDistance = RayTMin();
- float3 invDirection = 1.0 / direction;
- float3 chunkMin = float3(pos.x - CHUNK_SIZE / 2, pos.y - CHUNK_SIZE / 2, 0);
- float3 chunkMax = float3(pos.x + CHUNK_SIZE / 2, pos.y + CHUNK_SIZE / 2, WORLD_HEIGHT);
- float distance = 0;
- float3 step = sign(direction);
- int hitSide = -1;
- float3 currentPos = origin;
- if (!between(origin, chunkMin, chunkMax))
- {
- float3 t1 = (chunkMin - origin) * invDirection;
- float3 t2 = (chunkMax - origin) * invDirection;
- float3 tmin = min(t1, t2);
- if (tmin.x > tmin.y && tmin.x > tmin.z)
- {
- hitSide = step.x > 0 ? 3 : 2;
- distance = tmin.x;
- }
- else if (tmin.y > tmin.z)
- {
- hitSide = step.y > 0 ? 0 : 1;
- distance = tmin.y;
- }
- else
- {
- hitSide = step.z > 0 ? 5 : 4;
- distance = tmin.z;
- }
- currentPos = origin + direction * distance;
- }
- float3 chunkPos = currentPos - chunkMin;
- float3 sum = step + currentPos;
- float3 nextBorder = float3(step.x > 0 ? floor(sum.x) : ceil(sum.x), step.y > 0 ? floor(sum.y) : ceil(sum.y), step.z > 0 ? floor(sum.z) : ceil(sum.z));
- int3 block = floor(chunkPos);
- int3 blockMin = int3(0, 0, 0);
- int3 blockMax = int3(CHUNK_SIZE - 1, CHUNK_SIZE - 1, WORLD_HEIGHT - 1);
- switch (hitSide)
- {
- case 0: // front | NORTH
- block.y = blockMin.y;
- nextBorder.y = blockMin.y + 1 + chunkMin.y;
- break;
- case 1: // back | SOUTH
- block.y = blockMax.y;
- nextBorder.y = blockMax.y + chunkMin.y;
- break;
- case 2: // left | EAST
- block.x = blockMax.x;
- nextBorder.x = blockMax.x + chunkMin.x;
- break;
- case 3: // right | WEST
- block.x = blockMin.x;
- nextBorder.x = blockMin.x + 1 + chunkMin.x;
- break;
- case 4: // top
- block.z = blockMax.z;
- nextBorder.z = blockMax.z + chunkMin.z;
- break;
- case 5: // bottom
- block.z = blockMin.z;
- nextBorder.z = blockMin.z + 1 + chunkMin.z;
- break;
- }
- while (between(block, blockMin, blockMax) && distance < THit)
- {
- int index = (block.x * CHUNK_SIZE + block.y) * WORLD_HEIGHT + block.z;
- if (indexBuffer[index] >= 0 && distance > minDistance && hitSide >= 0)
- {
- int lightOffset = indexBuffer[index] * 8;
- float3 topLeftDayLight;
- float3 topRightDayLight;
- float3 bottomLeftDayLight;
- float3 bottomRightDayLight;
- float3 topLeftDynamicLight;
- float3 topRightDynamicLight;
- float3 bottomLeftDynamicLight;
- float3 bottomRightDynamicLight;
- /**
- Light indices are stored in the following order:
- lightOffset = TOP | NORTH | EAST
- lightOffset + 6 = TOP | SOUTH | EAST
- lightOffset + 12 = TOP | SOUTH | WEST
- lightOffset + 18 = TOP | NORTH | WEST
- lightOffset + 24 = BOTTOM | NORTH | EAST
- lightOffset + 30 = BOTTOM | SOUTH | EAST
- lightOffset + 36 = BOTTOM | SOUTH | WEST
- lightOffset + 42 = BOTTOM | NORTH | WEST
- **/
- switch (hitSide)
- {
- case 0: // front | NORTH
- intersectionAttributes.normal = float3(0, -1, 0);
- intersectionAttributes.texCoord = float2(1 - (currentPos.x - floor(currentPos.x)), 1 - (currentPos.z - floor(currentPos.z)));
- topLeftDayLight = getLight(lightOffset + 0);
- topLeftDynamicLight = getLight(lightOffset + 3);
- topRightDayLight = getLight(lightOffset + 18);
- topRightDynamicLight = getLight(lightOffset + 21);
- bottomLeftDayLight = getLight(lightOffset + 24);
- bottomLeftDynamicLight = getLight(lightOffset + 27);
- bottomRightDayLight = getLight(lightOffset + 42);
- bottomRightDynamicLight = getLight(lightOffset + 45);
- break;
- case 1: // back | SOUTH
- intersectionAttributes.normal = float3(0, 1, 0);
- intersectionAttributes.texCoord = float2(currentPos.x - floor(currentPos.x), 1 - (currentPos.z - floor(currentPos.z)));
- topLeftDayLight = getLight(lightOffset + 12);
- topLeftDynamicLight = getLight(lightOffset + 15);
- topRightDayLight = getLight(lightOffset + 6);
- topRightDynamicLight = getLight(lightOffset + 9);
- bottomLeftDayLight = getLight(lightOffset + 36);
- bottomLeftDynamicLight = getLight(lightOffset + 39);
- bottomRightDayLight = getLight(lightOffset + 30);
- bottomRightDynamicLight = getLight(lightOffset + 33);
- break;
- case 2: // left | EAST
- intersectionAttributes.normal = float3(1, 0, 0);
- intersectionAttributes.texCoord = float2(1 - (currentPos.y - floor(currentPos.y)), 1 - (currentPos.z - floor(currentPos.z)));
- topLeftDayLight = getLight(lightOffset + 6);
- topLeftDynamicLight = getLight(lightOffset + 9);
- topRightDayLight = getLight(lightOffset + 0);
- topRightDynamicLight = getLight(lightOffset + 3);
- bottomLeftDayLight = getLight(lightOffset + 30);
- bottomLeftDynamicLight = getLight(lightOffset + 33);
- bottomRightDayLight = getLight(lightOffset + 24);
- bottomRightDynamicLight = getLight(lightOffset + 27);
- break;
- case 3: // right | WEST
- intersectionAttributes.normal = float3(-1, 0, 0);
- intersectionAttributes.texCoord = float2(currentPos.y - floor(currentPos.y), 1 - (currentPos.z - floor(currentPos.z)));
- topLeftDayLight = getLight(lightOffset + 18);
- topLeftDynamicLight = getLight(lightOffset + 21);
- topRightDayLight = getLight(lightOffset + 12);
- topRightDynamicLight = getLight(lightOffset + 15);
- bottomLeftDayLight = getLight(lightOffset + 42);
- bottomLeftDynamicLight = getLight(lightOffset + 45);
- bottomRightDayLight = getLight(lightOffset + 36);
- bottomRightDynamicLight = getLight(lightOffset + 39);
- break;
- case 4: // top
- intersectionAttributes.normal = float3(0, 0, 1);
- intersectionAttributes.texCoord = float2(1 - (currentPos.x - floor(currentPos.x)), 1 - (currentPos.y - floor(currentPos.y)));
- topLeftDayLight = getLight(lightOffset + 6);
- topLeftDynamicLight = getLight(lightOffset + 9);
- topRightDayLight = getLight(lightOffset + 12);
- topRightDynamicLight = getLight(lightOffset + 15);
- bottomLeftDayLight = getLight(lightOffset + 0);
- bottomLeftDynamicLight = getLight(lightOffset + 3);
- bottomRightDayLight = getLight(lightOffset + 18);
- bottomRightDynamicLight = getLight(lightOffset + 21);
- break;
- case 5: // bottom
- intersectionAttributes.normal = float3(0, 0, -1);
- intersectionAttributes.texCoord = float2(1 - (currentPos.x - floor(currentPos.x)), currentPos.y - floor(currentPos.y));
- topLeftDayLight = getLight(lightOffset + 24);
- topLeftDynamicLight = getLight(lightOffset + 27);
- topRightDayLight = getLight(lightOffset + 42);
- topRightDynamicLight = getLight(lightOffset + 45);
- bottomLeftDayLight = getLight(lightOffset + 30);
- bottomLeftDynamicLight = getLight(lightOffset + 33);
- bottomRightDayLight = getLight(lightOffset + 36);
- bottomRightDynamicLight = getLight(lightOffset + 39);
- break;
- }
- intersectionAttributes.dayLight = packLight(interpolateLight(topLeftDayLight, topRightDayLight, bottomLeftDayLight, bottomRightDayLight, intersectionAttributes.texCoord));
- intersectionAttributes.dynamicLight = packLight(interpolateLight(topLeftDynamicLight, topRightDynamicLight, bottomLeftDynamicLight, bottomRightDynamicLight, intersectionAttributes.texCoord));
- intersectionAttributes.textureId = textureIdBuffer[indexBuffer[index] + hitSide];
- ReportHit(distance, hitSide, intersectionAttributes);
- if (RayTCurrent() < THit)
- {
- return; // since we go in direction of the ray we will not find a nearer hit in this intersection shader
- }
- }
- float3 stepDist = (nextBorder - origin) * invDirection;
- if (stepDist.x < stepDist.y && stepDist.x < stepDist.z)
- {
- hitSide = step.x > 0 ? 3 : 2;
- block.x += step.x;
- nextBorder.x += step.x;
- distance = stepDist.x;
- }
- else if (stepDist.y < stepDist.z)
- {
- hitSide = step.y > 0 ? 0 : 1;
- block.y += step.y;
- nextBorder.y += step.y;
- distance = stepDist.y;
- }
- else
- {
- hitSide = step.z > 0 ? 5 : 4;
- block.z += step.z;
- nextBorder.z += step.z;
- distance = stepDist.z;
- }
- currentPos = origin + direction * distance;
- }
- }
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